Merge branch 'master' of https://github.com/Regalis11/Barotrauma.git
This commit is contained in:
@@ -31,6 +31,17 @@ namespace Barotrauma
|
||||
if (_previousAiTarget != null)
|
||||
{
|
||||
_lastAiTarget = _previousAiTarget;
|
||||
if (_selectedAiTarget != null)
|
||||
{
|
||||
if (_selectedAiTarget.Entity is Item i && _previousAiTarget.Entity is Character c)
|
||||
{
|
||||
if (i.IsOwnedBy(c)) { return; }
|
||||
}
|
||||
else if (_previousAiTarget.Entity is Item it && _selectedAiTarget.Entity is Character ch)
|
||||
{
|
||||
if (it.IsOwnedBy(ch)) { return; }
|
||||
}
|
||||
}
|
||||
}
|
||||
OnTargetChanged(_previousAiTarget, _selectedAiTarget);
|
||||
}
|
||||
|
||||
@@ -34,14 +34,18 @@ namespace Barotrauma
|
||||
public float SoundRange
|
||||
{
|
||||
get { return soundRange; }
|
||||
set
|
||||
set
|
||||
{
|
||||
if (float.IsNaN(value))
|
||||
{
|
||||
DebugConsole.ThrowError("Attempted to set the SoundRange of an AITarget to NaN.\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
return;
|
||||
}
|
||||
soundRange = MathHelper.Clamp(value, MinSoundRange, MaxSoundRange);
|
||||
soundRange = MathHelper.Clamp(value, MinSoundRange, MaxSoundRange);
|
||||
if (soundRange > 0.0f && !Static && FadeOutTime > 0.0f)
|
||||
{
|
||||
NeedsUpdate = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -55,7 +59,11 @@ namespace Barotrauma
|
||||
DebugConsole.ThrowError("Attempted to set the SightRange of an AITarget to NaN.\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
return;
|
||||
}
|
||||
sightRange = MathHelper.Clamp(value, MinSightRange, MaxSightRange);
|
||||
sightRange = MathHelper.Clamp(value, MinSightRange, MaxSightRange);
|
||||
if (sightRange > 0 && !Static && FadeOutTime > 0.0f)
|
||||
{
|
||||
NeedsUpdate = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -99,13 +107,33 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public bool InDetectable
|
||||
{
|
||||
get => inDetectable || (SoundRange <= 0 && SightRange <= 0);
|
||||
set => inDetectable = value;
|
||||
get
|
||||
{
|
||||
return inDetectable || (SoundRange <= 0 && SightRange <= 0);
|
||||
}
|
||||
set
|
||||
{
|
||||
inDetectable = value;
|
||||
if (inDetectable)
|
||||
{
|
||||
NeedsUpdate = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public float MinSoundRange, MinSightRange;
|
||||
public float MaxSoundRange = 100000, MaxSightRange = 100000;
|
||||
|
||||
/// <summary>
|
||||
/// Does the AI target do something that requires Update() to be called (e.g. static targets don't need to be updated)
|
||||
/// </summary>
|
||||
public bool NeedsUpdate
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
} = true;
|
||||
|
||||
public TargetType Type { get; private set; }
|
||||
|
||||
public enum TargetType
|
||||
@@ -190,14 +218,22 @@ namespace Barotrauma
|
||||
if (!Static && FadeOutTime > 0)
|
||||
{
|
||||
// The aitarget goes silent/invisible if the components don't keep it active
|
||||
if (!StaticSight && SightRange > 0)
|
||||
if (!StaticSight && sightRange > 0)
|
||||
{
|
||||
DecreaseSightRange(deltaTime);
|
||||
}
|
||||
if (!StaticSound && SoundRange > 0)
|
||||
if (!StaticSound && soundRange > 0)
|
||||
{
|
||||
DecreaseSoundRange(deltaTime);
|
||||
}
|
||||
if (sightRange <= 0 && soundRange <= 0)
|
||||
{
|
||||
NeedsUpdate = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
NeedsUpdate = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -275,7 +275,11 @@ namespace Barotrauma
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "chooserandom":
|
||||
LoadSubElement(subElement.Elements().ToArray().GetRandom(random));
|
||||
var subElements = subElement.Elements();
|
||||
if (subElements.Any())
|
||||
{
|
||||
LoadSubElement(subElements.ToArray().GetRandom(random));
|
||||
}
|
||||
break;
|
||||
default:
|
||||
LoadSubElement(subElement);
|
||||
@@ -1055,6 +1059,9 @@ namespace Barotrauma
|
||||
|
||||
private Vector2 attackWorldPos;
|
||||
private Vector2 attackSimPos;
|
||||
private float reachTimer;
|
||||
// How long the monster tries to reach out for the target when it's close to it before ignoring it.
|
||||
private const float reachTimeOut = 10;
|
||||
|
||||
private void UpdateAttack(float deltaTime)
|
||||
{
|
||||
@@ -1427,6 +1434,41 @@ namespace Barotrauma
|
||||
// Check that we can reach the target
|
||||
distance = toTarget.Length();
|
||||
canAttack = distance < AttackLimb.attack.Range;
|
||||
if (canAttack)
|
||||
{
|
||||
reachTimer = 0;
|
||||
}
|
||||
else if (selectedTargetingParams.AttackPattern == AttackPattern.Straight && distance < AttackLimb.attack.Range * 5)
|
||||
{
|
||||
Vector2 targetVelocity = Vector2.Zero;
|
||||
Submarine targetSub = SelectedAiTarget.Entity.Submarine;
|
||||
if (targetSub != null)
|
||||
{
|
||||
targetVelocity = targetSub.Velocity;
|
||||
}
|
||||
else if (targetCharacter != null)
|
||||
{
|
||||
targetVelocity = targetCharacter.AnimController.Collider.LinearVelocity;
|
||||
}
|
||||
else if (SelectedAiTarget.Entity is Item i && i.body != null)
|
||||
{
|
||||
targetVelocity = i.body.LinearVelocity;
|
||||
}
|
||||
float mySpeed = Character.AnimController.Collider.LinearVelocity.LengthSquared();
|
||||
float targetSpeed = targetVelocity.LengthSquared();
|
||||
if (mySpeed < 0.1f || mySpeed > targetSpeed)
|
||||
{
|
||||
reachTimer += deltaTime;
|
||||
if (reachTimer > reachTimeOut)
|
||||
{
|
||||
reachTimer = 0;
|
||||
IgnoreTarget(SelectedAiTarget);
|
||||
State = AIState.Idle;
|
||||
ResetAITarget();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Crouch if the target is down (only humanoids), so that we can reach it.
|
||||
if (Character.AnimController is HumanoidAnimController humanoidAnimController && distance < AttackLimb.attack.Range * 2)
|
||||
@@ -1958,9 +2000,8 @@ namespace Barotrauma
|
||||
}
|
||||
if (!isFriendly && attackResult.Damage > 0.0f)
|
||||
{
|
||||
ignoredTargets.Remove(attacker.AiTarget);
|
||||
bool canAttack = attacker.Submarine == Character.Submarine && canAttackCharacters || attacker.Submarine != null && canAttackWalls;
|
||||
if (AIParams.AttackWhenProvoked && canAttack)
|
||||
if (AIParams.AttackWhenProvoked && canAttack && !ignoredTargets.Contains(attacker.AiTarget))
|
||||
{
|
||||
if (attacker.IsHusk)
|
||||
{
|
||||
@@ -3476,6 +3517,7 @@ namespace Barotrauma
|
||||
{
|
||||
observeTimer = targetParams.Timer * Rand.Range(0.75f, 1.25f);
|
||||
}
|
||||
reachTimer = 0;
|
||||
}
|
||||
|
||||
protected override void OnStateChanged(AIState from, AIState to)
|
||||
@@ -3496,6 +3538,7 @@ namespace Barotrauma
|
||||
SetStateResetTimer();
|
||||
}
|
||||
blockCheckTimer = 0;
|
||||
reachTimer = 0;
|
||||
}
|
||||
|
||||
private void SetStateResetTimer() => stateResetTimer = stateResetCooldown * Rand.Range(0.75f, 1.25f);
|
||||
|
||||
@@ -59,7 +59,11 @@ namespace Barotrauma
|
||||
private readonly float enemyCheckInterval = 0.2f;
|
||||
private readonly float enemySpotDistanceOutside = 800;
|
||||
private readonly float enemySpotDistanceInside = 1000;
|
||||
private float enemycheckTimer;
|
||||
private float enemyCheckTimer;
|
||||
|
||||
private readonly float reportProblemsInterval = 1.0f;
|
||||
private float reportProblemsTimer;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// How far other characters can hear reports done by this character (e.g. reports for fires, intruders). Defaults to infinity.
|
||||
@@ -166,6 +170,7 @@ namespace Barotrauma
|
||||
objectiveManager = new AIObjectiveManager(c);
|
||||
reactTimer = GetReactionTime();
|
||||
SortTimer = Rand.Range(0f, sortObjectiveInterval);
|
||||
reportProblemsTimer = Rand.Range(0f, reportProblemsInterval);
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
@@ -309,10 +314,10 @@ namespace Barotrauma
|
||||
{
|
||||
// Spot enemies while staying outside or inside an enemy ship.
|
||||
// does not apply for escorted characters, such as prisoners or terrorists who have their own behavior
|
||||
enemycheckTimer -= deltaTime;
|
||||
if (enemycheckTimer < 0)
|
||||
enemyCheckTimer -= deltaTime;
|
||||
if (enemyCheckTimer < 0)
|
||||
{
|
||||
enemycheckTimer = enemyCheckInterval * Rand.Range(0.75f, 1.25f);
|
||||
enemyCheckTimer = enemyCheckInterval * Rand.Range(0.75f, 1.25f);
|
||||
if (!objectiveManager.IsCurrentObjective<AIObjectiveCombat>())
|
||||
{
|
||||
float closestDistance = 0;
|
||||
@@ -407,19 +412,29 @@ namespace Barotrauma
|
||||
{
|
||||
if (Character.IsOnPlayerTeam)
|
||||
{
|
||||
VisibleHulls.ForEach(h => PropagateHullSafety(Character, h));
|
||||
foreach (Hull h in VisibleHulls)
|
||||
{
|
||||
PropagateHullSafety(Character, h);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Outpost npcs don't inform each other about threats, like crew members do.
|
||||
VisibleHulls.ForEach(h => RefreshHullSafety(h));
|
||||
foreach (Hull h in VisibleHulls)
|
||||
{
|
||||
RefreshHullSafety(h);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Character.SpeechImpediment < 100.0f)
|
||||
{
|
||||
if (Character.Submarine != null && (Character.Submarine.TeamID == Character.TeamID || Character.IsEscorted) && !Character.Submarine.Info.IsWreck)
|
||||
reportProblemsTimer -= deltaTime;
|
||||
if (reportProblemsTimer <= 0.0f)
|
||||
{
|
||||
ReportProblems();
|
||||
if (Character.Submarine != null && (Character.Submarine.TeamID == Character.TeamID || Character.IsEscorted) && !Character.Submarine.Info.IsWreck)
|
||||
{
|
||||
ReportProblems();
|
||||
}
|
||||
reportProblemsTimer = reportProblemsInterval;
|
||||
}
|
||||
UpdateSpeaking();
|
||||
}
|
||||
@@ -785,9 +800,10 @@ namespace Barotrauma
|
||||
if (item == null || item.Removed) { return; }
|
||||
if (!itemsToRelocate.Contains(item)) { return; }
|
||||
var mainSub = Submarine.MainSub;
|
||||
if (item.ParentInventory != null)
|
||||
Entity owner = item.GetRootInventoryOwner();
|
||||
if (owner != null)
|
||||
{
|
||||
if (item.ParentInventory.Owner is Character c)
|
||||
if (owner is Character c)
|
||||
{
|
||||
if (c.TeamID == CharacterTeamType.Team1 || c.TeamID == CharacterTeamType.Team2)
|
||||
{
|
||||
@@ -795,24 +811,37 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (item.ParentInventory.Owner.Submarine == mainSub)
|
||||
else if (owner.Submarine == mainSub)
|
||||
{
|
||||
// Placed inside an inventory that's already in the main sub.
|
||||
return;
|
||||
}
|
||||
}
|
||||
// Laying on ground inside the main sub.
|
||||
// Laying on the ground inside the main sub.
|
||||
if (item.Submarine == mainSub)
|
||||
{
|
||||
return;
|
||||
}
|
||||
WayPoint wp = WayPoint.GetRandom(SpawnType.Cargo, null, mainSub);
|
||||
if (wp != null)
|
||||
if (owner != null && owner != item)
|
||||
{
|
||||
item.Submarine = mainSub;
|
||||
item.SetTransform(wp.SimPosition, 0.0f);
|
||||
item.Drop(null);
|
||||
}
|
||||
item.Submarine = mainSub;
|
||||
Item newContainer = mainSub.FindContainerFor(item, onlyPrimary: false);
|
||||
if (newContainer == null || !newContainer.OwnInventory.TryPutItem(item, user: null))
|
||||
{
|
||||
WayPoint wp = WayPoint.GetRandom(SpawnType.Cargo, null, mainSub) ?? WayPoint.GetRandom(SpawnType.Path, null, mainSub);
|
||||
if (wp != null)
|
||||
{
|
||||
item.SetTransform(wp.SimPosition, 0.0f, findNewHull: false, setPrevTransform: false);
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.AddWarning($"Failed to relocate item {item.Prefab.Identifier} ({item.ID}), because no cargo spawn point could be found!");
|
||||
}
|
||||
}
|
||||
itemsToRelocate.Remove(item);
|
||||
DebugConsole.Log($"Relocated item {item.Prefab.Identifier} ({item.ID}) back to the main sub.");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -837,8 +866,8 @@ namespace Barotrauma
|
||||
var container = i.GetComponent<ItemContainer>();
|
||||
if (container == null) { return 0; }
|
||||
if (!container.Inventory.CanBePut(containableItem)) { return 0; }
|
||||
var rootContainer = container.Item.GetRootContainer();
|
||||
if (rootContainer?.GetComponent<Fabricator>() != null || rootContainer?.GetComponent<Deconstructor>() != null) { return 0; }
|
||||
var rootContainer = container.Item.GetRootContainer() ?? container.Item;
|
||||
if (rootContainer.GetComponent<Fabricator>() != null || rootContainer.GetComponent<Deconstructor>() != null) { return 0; }
|
||||
if (container.ShouldBeContained(containableItem, out bool isRestrictionsDefined))
|
||||
{
|
||||
if (isRestrictionsDefined)
|
||||
@@ -853,7 +882,12 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
return isPreferencesDefined ? 0 : 1;
|
||||
if (isPreferencesDefined)
|
||||
{
|
||||
// Use any valid locker as a fall back container.
|
||||
return container.Item.HasTag("locker") ? 0.5f : 0;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1149,7 +1183,7 @@ namespace Barotrauma
|
||||
bool isAttackerFightingEnemy = false;
|
||||
float minorDamageThreshold = 1;
|
||||
float majorDamageThreshold = 20;
|
||||
if (attacker.TeamID == Character.TeamID)
|
||||
if (attacker.TeamID == Character.TeamID && !attacker.IsInstigator)
|
||||
{
|
||||
minorDamageThreshold = 10;
|
||||
majorDamageThreshold = 40;
|
||||
@@ -1356,6 +1390,10 @@ namespace Barotrauma
|
||||
|
||||
Character FindInstigator()
|
||||
{
|
||||
if (Character.IsInstigator)
|
||||
{
|
||||
return Character;
|
||||
}
|
||||
if (attacker.IsInstigator)
|
||||
{
|
||||
return attacker;
|
||||
@@ -1545,7 +1583,7 @@ namespace Barotrauma
|
||||
(!requireEquipped || character.HasEquippedItem(i)) &&
|
||||
(predicate == null || predicate(i)), recursive, matchingItems);
|
||||
items = matchingItems;
|
||||
return matchingItems.Any(i => i != null && (containedTag.IsEmpty || i.ContainedItems.Any(it => it.HasTag(containedTag) && it.ConditionPercentage > conditionPercentage)));
|
||||
return matchingItems.Any(i => i != null && (containedTag.IsEmpty || i.OwnInventory == null || i.ContainedItems.Any(it => it.HasTag(containedTag) && it.ConditionPercentage > conditionPercentage)));
|
||||
}
|
||||
|
||||
public static void StructureDamaged(Structure structure, float damageAmount, Character character)
|
||||
@@ -1889,7 +1927,7 @@ namespace Barotrauma
|
||||
float fireFactor = 1;
|
||||
if (!ignoreFire)
|
||||
{
|
||||
float calculateFire(Hull h) => h.FireSources.Count * 0.5f + h.FireSources.Sum(fs => fs.DamageRange) / h.Size.X;
|
||||
static float calculateFire(Hull h) => h.FireSources.Count * 0.5f + h.FireSources.Sum(fs => fs.DamageRange) / h.Size.X;
|
||||
// Even the smallest fire reduces the safety by 50%
|
||||
float fire = visibleHulls == null ? calculateFire(hull) : visibleHulls.Sum(h => calculateFire(h));
|
||||
fireFactor = MathHelper.Lerp(1, 0, MathHelper.Clamp(fire, 0, 1));
|
||||
@@ -1897,20 +1935,32 @@ namespace Barotrauma
|
||||
float enemyFactor = 1;
|
||||
if (!ignoreEnemies)
|
||||
{
|
||||
bool isValidTarget(Character e) => IsActive(e) && !IsFriendly(character, e) && !e.IsArrested;
|
||||
int enemyCount = visibleHulls == null ?
|
||||
Character.CharacterList.Count(e => isValidTarget(e) && e.CurrentHull == hull) :
|
||||
Character.CharacterList.Count(e => isValidTarget(e) && visibleHulls.Contains(e.CurrentHull));
|
||||
int enemyCount = 0;
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
if (visibleHulls == null)
|
||||
{
|
||||
if (c.CurrentHull != hull) { continue; }
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!visibleHulls.Contains(c.CurrentHull)) { continue; }
|
||||
}
|
||||
if (IsActive(c) && !IsFriendly(character, c) && !c.IsArrested)
|
||||
{
|
||||
enemyCount++;
|
||||
}
|
||||
}
|
||||
// The hull safety decreases 90% per enemy up to 100% (TODO: test smaller percentages)
|
||||
enemyFactor = MathHelper.Lerp(1, 0, MathHelper.Clamp(enemyCount * 0.9f, 0, 1));
|
||||
}
|
||||
float dangerousItemsFactor = 1f;
|
||||
foreach (Item item in Item.ItemList)
|
||||
foreach (Item item in Item.DangerousItems)
|
||||
{
|
||||
if (item.CurrentHull != hull) { continue; }
|
||||
if (item.Prefab != null && item.Prefab.IsDangerous)
|
||||
{
|
||||
if (item.CurrentHull == hull)
|
||||
{
|
||||
dangerousItemsFactor = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
float safety = oxygenFactor * waterFactor * fireFactor * enemyFactor * dangerousItemsFactor;
|
||||
|
||||
@@ -245,7 +245,7 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
if (IgnoreAtOutpost && Level.IsLoadedOutpost && character.TeamID != CharacterTeamType.FriendlyNPC)
|
||||
if (IgnoreAtOutpost && Level.IsLoadedFriendlyOutpost && character.TeamID != CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
if (Submarine.MainSub != null && Submarine.MainSub.DockedTo.None(s => s.TeamID != CharacterTeamType.FriendlyNPC && s.TeamID != character.TeamID))
|
||||
{
|
||||
|
||||
+5
-10
@@ -2,7 +2,6 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -48,6 +47,9 @@ namespace Barotrauma
|
||||
|
||||
protected override bool Filter(Item target)
|
||||
{
|
||||
System.Diagnostics.Debug.Assert(target.GetComponent<Pickable>() is { } pickable && !pickable.IsAttached, "Invalid target in AIObjectiveCleanUpItems - the the objective should only be checking pickable, non-attached items.");
|
||||
System.Diagnostics.Debug.Assert(target.Prefab.PreferredContainers.Any(), "Invalid target in AIObjectiveCleanUpItems - the the objective should only be checking items that have preferred containers defined.");
|
||||
|
||||
// If the target was selected as a valid target, we'll have to accept it so that the objective can be completed.
|
||||
// The validity changes when a character picks the item up.
|
||||
if (!IsValidTarget(target, character, checkInventory: true)) { return Objectives.ContainsKey(target) && IsItemInsideValidSubmarine(target, character); }
|
||||
@@ -57,7 +59,7 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override IEnumerable<Item> GetList() => Item.ItemList;
|
||||
protected override IEnumerable<Item> GetList() => Item.CleanableItems;
|
||||
|
||||
protected override AIObjective ObjectiveConstructor(Item item)
|
||||
=> new AIObjectiveCleanupItem(item, character, objectiveManager, priorityModifier: PriorityModifier)
|
||||
@@ -102,9 +104,6 @@ namespace Barotrauma
|
||||
}
|
||||
if (character != null && !IsItemInsideValidSubmarine(item, character)) { return false; }
|
||||
if (item.HasBallastFloraInHull) { return false; }
|
||||
var pickable = item.GetComponent<Pickable>();
|
||||
if (pickable == null) { return false; }
|
||||
if (pickable is Holdable h && h.Attachable && h.Attached) { return false; }
|
||||
var wire = item.GetComponent<Wire>();
|
||||
if (wire != null)
|
||||
{
|
||||
@@ -113,15 +112,11 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
var connectionPanel = item.GetComponent<ConnectionPanel>();
|
||||
if (connectionPanel != null && connectionPanel.Connections.Any(c => c.Wires.Any(w => w != null)))
|
||||
if (connectionPanel != null && connectionPanel.Connections.Any(c => c.Wires.Count > 0))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if (item.Prefab.PreferredContainers.None())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (!checkInventory)
|
||||
{
|
||||
return true;
|
||||
|
||||
+22
-15
@@ -5,6 +5,7 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using static Barotrauma.AIObjectiveFindSafety;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -775,7 +776,13 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
retreatTarget = findSafety.FindBestHull(HumanAIController.VisibleHulls, allowChangingTheSubmarine: character.TeamID != CharacterTeamType.FriendlyNPC);
|
||||
HullSearchStatus hullSearchStatus = findSafety.FindBestHull(out Hull potentialSafeHull, HumanAIController.VisibleHulls, allowChangingSubmarine: character.TeamID != CharacterTeamType.FriendlyNPC);
|
||||
if (hullSearchStatus != HullSearchStatus.Finished)
|
||||
{
|
||||
findSafety.UpdateSimpleEscape(deltaTime);
|
||||
return;
|
||||
}
|
||||
retreatTarget = potentialSafeHull;
|
||||
findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
|
||||
}
|
||||
}
|
||||
@@ -785,21 +792,21 @@ namespace Barotrauma
|
||||
{
|
||||
UsePathingOutside = false
|
||||
},
|
||||
onAbandon: () =>
|
||||
onAbandon: () =>
|
||||
{
|
||||
if (Enemy != null && HumanAIController.VisibleHulls.Contains(Enemy.CurrentHull))
|
||||
{
|
||||
if (Enemy != null && HumanAIController.VisibleHulls.Contains(Enemy.CurrentHull))
|
||||
{
|
||||
// If in the same room with an enemy -> don't try to escape because we'd want to fight it
|
||||
SteeringManager.Reset();
|
||||
RemoveSubObjective(ref retreatObjective);
|
||||
}
|
||||
else
|
||||
{
|
||||
// else abandon and fall back to find safety mode
|
||||
Abandon = true;
|
||||
}
|
||||
},
|
||||
onCompleted: () => RemoveSubObjective(ref retreatObjective));
|
||||
// If in the same room with an enemy -> don't try to escape because we'd want to fight it
|
||||
SteeringManager.Reset();
|
||||
RemoveSubObjective(ref retreatObjective);
|
||||
}
|
||||
else
|
||||
{
|
||||
// else abandon and fall back to find safety mode
|
||||
Abandon = true;
|
||||
}
|
||||
},
|
||||
onCompleted: () => RemoveSubObjective(ref retreatObjective));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+195
-117
@@ -1,4 +1,5 @@
|
||||
using FarseerPhysics;
|
||||
using Barotrauma.Extensions;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
@@ -192,9 +193,17 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
HullSearchStatus hullSearchStatus = FindBestHull(out Hull potentialSafeHull, allowChangingSubmarine: character.TeamID != CharacterTeamType.FriendlyNPC);
|
||||
if (hullSearchStatus != HullSearchStatus.Finished)
|
||||
{
|
||||
UpdateSimpleEscape(deltaTime);
|
||||
return;
|
||||
}
|
||||
|
||||
searchHullTimer = SearchHullInterval * Rand.Range(0.9f, 1.1f);
|
||||
previousSafeHull = currentSafeHull;
|
||||
currentSafeHull = FindBestHull(allowChangingTheSubmarine: character.TeamID != CharacterTeamType.FriendlyNPC);
|
||||
currentSafeHull = potentialSafeHull;
|
||||
|
||||
cannotFindSafeHull = currentSafeHull == null || HumanAIController.NeedsDivingGear(currentSafeHull, out _);
|
||||
if (currentSafeHull == null)
|
||||
{
|
||||
@@ -250,58 +259,122 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
if (subObjectives.Any(so => so.CanBeCompleted)) { return; }
|
||||
if (currentHull != null)
|
||||
UpdateSimpleEscape(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateSimpleEscape(float deltaTime)
|
||||
{
|
||||
Vector2 escapeVel = Vector2.Zero;
|
||||
if (character.CurrentHull != null)
|
||||
{
|
||||
foreach (Hull hull in HumanAIController.VisibleHulls)
|
||||
{
|
||||
//goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
|
||||
// -> attempt to manually steer away from hazards
|
||||
Vector2 escapeVel = Vector2.Zero;
|
||||
foreach (Hull hull in HumanAIController.VisibleHulls)
|
||||
foreach (FireSource fireSource in hull.FireSources)
|
||||
{
|
||||
foreach (FireSource fireSource in hull.FireSources)
|
||||
{
|
||||
Vector2 dir = character.Position - fireSource.Position;
|
||||
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
|
||||
escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
|
||||
}
|
||||
}
|
||||
foreach (Character enemy in Character.CharacterList)
|
||||
{
|
||||
if (!HumanAIController.IsActive(enemy) || HumanAIController.IsFriendly(enemy) || enemy.IsArrested) { continue; }
|
||||
if (HumanAIController.VisibleHulls.Contains(enemy.CurrentHull))
|
||||
{
|
||||
Vector2 dir = character.Position - enemy.Position;
|
||||
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f);
|
||||
escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
|
||||
}
|
||||
}
|
||||
if (escapeVel != Vector2.Zero)
|
||||
{
|
||||
float left = currentHull.Rect.X + 50;
|
||||
float right = currentHull.Rect.Right - 50;
|
||||
//only move if we haven't reached the edge of the room
|
||||
if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right)
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left;
|
||||
character.AIController.SteeringManager.Reset();
|
||||
}
|
||||
return;
|
||||
Vector2 dir = character.Position - fireSource.Position;
|
||||
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
|
||||
escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
|
||||
}
|
||||
}
|
||||
foreach (Character enemy in Character.CharacterList)
|
||||
{
|
||||
if (!HumanAIController.IsActive(enemy) || HumanAIController.IsFriendly(enemy) || enemy.IsArrested) { continue; }
|
||||
if (HumanAIController.VisibleHulls.Contains(enemy.CurrentHull))
|
||||
{
|
||||
Vector2 dir = character.Position - enemy.Position;
|
||||
float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f);
|
||||
escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (escapeVel != Vector2.Zero)
|
||||
{
|
||||
float left = character.CurrentHull.Rect.X + 50;
|
||||
float right = character.CurrentHull.Rect.Right - 50;
|
||||
//only move if we haven't reached the edge of the room
|
||||
if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right)
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left;
|
||||
character.AIController.SteeringManager.Reset();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
objectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
public Hull FindBestHull(IEnumerable<Hull> ignoredHulls = null, bool allowChangingTheSubmarine = true)
|
||||
public enum HullSearchStatus
|
||||
{
|
||||
//sort the hulls based on distance and which sub they're in
|
||||
//tends to make the method much faster, because we find a potential hull earlier and can discard further-away hulls more easily
|
||||
//(for instance, an NPC in an outpost might otherwise go through all the hulls in the main sub first and do tons of expensive
|
||||
//path calculations, only to discard all of them when going through the hulls in the outpost)
|
||||
float EstimateHullSuitability(Hull hull)
|
||||
Running,
|
||||
Finished
|
||||
}
|
||||
|
||||
private readonly List<Hull> hulls = new List<Hull>();
|
||||
private int hullSearchIndex = -1;
|
||||
float bestHullValue = 0;
|
||||
bool bestHullIsAirlock = false;
|
||||
Hull potentialBestHull;
|
||||
|
||||
/// <summary>
|
||||
/// Tries to find the best (safe, nearby) hull the character can find a path to.
|
||||
/// Checks one hull at a time, and returns HullSearchStatus.Finished when all potential hulls have been checked.
|
||||
/// </summary>
|
||||
public HullSearchStatus FindBestHull(out Hull bestHull, IEnumerable<Hull> ignoredHulls = null, bool allowChangingSubmarine = true)
|
||||
{
|
||||
if (hullSearchIndex == -1)
|
||||
{
|
||||
bestHullValue = 0;
|
||||
potentialBestHull = null;
|
||||
bestHullIsAirlock = false;
|
||||
hulls.Clear();
|
||||
var connectedSubs = character.Submarine?.GetConnectedSubs();
|
||||
foreach (Hull hull in Hull.HullList)
|
||||
{
|
||||
if (hull.Submarine == null) { continue; }
|
||||
// Ruins are mazes filled with water. There's no safe hulls and we don't want to use the resources on it.
|
||||
if (hull.Submarine.Info.IsRuin) { continue; }
|
||||
if (!allowChangingSubmarine && hull.Submarine != character.Submarine) { continue; }
|
||||
if (hull.Rect.Height < ConvertUnits.ToDisplayUnits(character.AnimController.ColliderHeightFromFloor) * 2) { continue; }
|
||||
if (ignoredHulls != null && ignoredHulls.Contains(hull)) { continue; }
|
||||
if (HumanAIController.UnreachableHulls.Contains(hull)) { continue; }
|
||||
if (connectedSubs != null && !connectedSubs.Contains(hull.Submarine)) { continue; }
|
||||
|
||||
//sort the hulls based on distance and which sub they're in
|
||||
//tends to make the method much faster, because we find a potential hull earlier and can discard further-away hulls more easily
|
||||
//(for instance, an NPC in an outpost might otherwise go through all the hulls in the main sub first and do tons of expensive
|
||||
//path calculations, only to discard all of them when going through the hulls in the outpost)
|
||||
float hullSuitability = EstimateHullSuitability(character, hull);
|
||||
if (!hulls.Any())
|
||||
{
|
||||
hulls.Add(hull);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < hulls.Count; i++)
|
||||
{
|
||||
if (hullSuitability > EstimateHullSuitability(character, hulls[i]))
|
||||
{
|
||||
hulls.Insert(i, hull);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (hulls.None())
|
||||
{
|
||||
bestHull = null;
|
||||
return HullSearchStatus.Finished;
|
||||
}
|
||||
hullSearchIndex = 0;
|
||||
}
|
||||
|
||||
static float EstimateHullSuitability(Character character, Hull hull)
|
||||
{
|
||||
float dist =
|
||||
Math.Abs(hull.WorldPosition.X - character.WorldPosition.X) +
|
||||
@@ -314,86 +387,91 @@ namespace Barotrauma
|
||||
return suitability;
|
||||
}
|
||||
|
||||
Hull bestHull = null;
|
||||
float bestValue = 0;
|
||||
bool bestIsAirlock = false;
|
||||
foreach (Hull hull in Hull.HullList.OrderByDescending(h => EstimateHullSuitability(h)))
|
||||
Hull potentialHull = hulls[hullSearchIndex];
|
||||
|
||||
float hullSafety = 0;
|
||||
bool hullIsAirlock = false;
|
||||
bool isCharacterInside = character.CurrentHull != null && character.Submarine != null;
|
||||
if (isCharacterInside)
|
||||
{
|
||||
if (hull.Submarine == null) { continue; }
|
||||
// Ruins are mazes filled with water. There's no safe hulls and we don't want to use the resources on it.
|
||||
if (hull.Submarine.Info.IsRuin) { continue; }
|
||||
if (!allowChangingTheSubmarine && hull.Submarine != character.Submarine) { continue; }
|
||||
if (hull.Rect.Height < ConvertUnits.ToDisplayUnits(character.AnimController.ColliderHeightFromFloor) * 2) { continue; }
|
||||
if (ignoredHulls != null && ignoredHulls.Contains(hull)) { continue; }
|
||||
if (HumanAIController.UnreachableHulls.Contains(hull)) { continue; }
|
||||
float hullSafety = 0;
|
||||
bool hullIsAirlock = false;
|
||||
bool isCharacterInside = character.CurrentHull != null && character.Submarine != null;
|
||||
if (isCharacterInside)
|
||||
{
|
||||
if (!character.Submarine.IsConnectedTo(hull.Submarine)) { continue; }
|
||||
hullSafety = HumanAIController.GetHullSafety(hull, hull.GetConnectedHulls(true, 1), character);
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y);
|
||||
yDist = yDist > 100 ? yDist * 3 : 0;
|
||||
float dist = Math.Abs(character.WorldPosition.X - hull.WorldPosition.X) + yDist;
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.9f, MathUtils.InverseLerp(0, 10000, dist));
|
||||
hullSafety *= distanceFactor;
|
||||
//skip the hull if the safety is already less than the best hull
|
||||
//(no need to do the expensive pathfinding if we already know we're not going to choose this hull)
|
||||
if (hullSafety < bestValue) { continue; }
|
||||
hullSafety = HumanAIController.GetHullSafety(potentialHull, potentialHull.GetConnectedHulls(true, 1), character);
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - potentialHull.WorldPosition.Y);
|
||||
yDist = yDist > 100 ? yDist * 3 : 0;
|
||||
float dist = Math.Abs(character.WorldPosition.X - potentialHull.WorldPosition.X) + yDist;
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.9f, MathUtils.InverseLerp(0, 10000, dist));
|
||||
hullSafety *= distanceFactor;
|
||||
//skip the hull if the safety is already less than the best hull
|
||||
//(no need to do the expensive pathfinding if we already know we're not going to choose this hull)
|
||||
if (hullSafety > bestHullValue)
|
||||
{
|
||||
//avoid airlock modules if not allowed to change the sub
|
||||
if (!allowChangingTheSubmarine && hull.OutpostModuleTags.Any(t => t == "airlock"))
|
||||
if (allowChangingSubmarine || !potentialHull.OutpostModuleTags.Any(t => t == "airlock"))
|
||||
{
|
||||
continue;
|
||||
// Don't allow to go outside if not already outside.
|
||||
var path = PathSteering.PathFinder.FindPath(character.SimPosition, potentialHull.SimPosition, character.Submarine, nodeFilter: node => node.Waypoint.CurrentHull != null);
|
||||
if (path.Unreachable)
|
||||
{
|
||||
hullSafety = 0;
|
||||
HumanAIController.UnreachableHulls.Add(potentialHull);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Each unsafe node reduces the hull safety value.
|
||||
// Ignore the current hull, because otherwise we couldn't find a path out.
|
||||
int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
|
||||
hullSafety /= 1 + unsafeNodes;
|
||||
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(potentialHull, true))
|
||||
{
|
||||
hullSafety /= 10;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Don't allow to go outside if not already outside.
|
||||
var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition, character.Submarine, nodeFilter: node => node.Waypoint.CurrentHull != null);
|
||||
if (path.Unreachable)
|
||||
else
|
||||
{
|
||||
HumanAIController.UnreachableHulls.Add(hull);
|
||||
continue;
|
||||
hullSafety = 0;
|
||||
}
|
||||
// Each unsafe node reduces the hull safety value.
|
||||
// Ignore the current hull, because otherwise we couldn't find a path out.
|
||||
int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
|
||||
hullSafety /= 1 + unsafeNodes;
|
||||
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(hull, true))
|
||||
{
|
||||
hullSafety /= 10;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: could also target gaps that get us inside?
|
||||
if (hull.IsTaggedAirlock())
|
||||
{
|
||||
hullSafety = 100;
|
||||
hullIsAirlock = true;
|
||||
}
|
||||
else if(!bestIsAirlock && hull.LeadsOutside(character))
|
||||
{
|
||||
hullSafety = 100;
|
||||
}
|
||||
// Huge preference for closer targets
|
||||
float distance = Vector2.DistanceSquared(character.WorldPosition, hull.WorldPosition);
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, MathUtils.Pow(100000, 2), distance));
|
||||
hullSafety *= distanceFactor;
|
||||
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
|
||||
// Intentionally exclude wrecks from this check
|
||||
if (hull.Submarine.TeamID != character.TeamID && hull.Submarine.TeamID != CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
hullSafety /= 10;
|
||||
}
|
||||
}
|
||||
if (hullSafety > bestValue || (!isCharacterInside && hullIsAirlock && !bestIsAirlock))
|
||||
{
|
||||
bestHull = hull;
|
||||
bestValue = hullSafety;
|
||||
bestIsAirlock = hullIsAirlock;
|
||||
}
|
||||
}
|
||||
return bestHull;
|
||||
else
|
||||
{
|
||||
// TODO: could also target gaps that get us inside?
|
||||
if (potentialHull.IsTaggedAirlock())
|
||||
{
|
||||
hullSafety = 100;
|
||||
hullIsAirlock = true;
|
||||
}
|
||||
else if(!bestHullIsAirlock && potentialHull.LeadsOutside(character))
|
||||
{
|
||||
hullSafety = 100;
|
||||
}
|
||||
// Huge preference for closer targets
|
||||
float distance = Vector2.DistanceSquared(character.WorldPosition, potentialHull.WorldPosition);
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, MathUtils.Pow(100000, 2), distance));
|
||||
hullSafety *= distanceFactor;
|
||||
// If the target is not inside a friendly submarine, considerably reduce the hull safety.
|
||||
// Intentionally exclude wrecks from this check
|
||||
if (potentialHull.Submarine.TeamID != character.TeamID && potentialHull.Submarine.TeamID != CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
hullSafety /= 10;
|
||||
}
|
||||
}
|
||||
if (hullSafety > bestHullValue || (!isCharacterInside && hullIsAirlock && !bestHullIsAirlock))
|
||||
{
|
||||
potentialBestHull = potentialHull;
|
||||
bestHullValue = hullSafety;
|
||||
bestHullIsAirlock = hullIsAirlock;
|
||||
}
|
||||
|
||||
bestHull = potentialBestHull;
|
||||
hullSearchIndex++;
|
||||
|
||||
if (hullSearchIndex >= hulls.Count)
|
||||
{
|
||||
hullSearchIndex = -1;
|
||||
return HullSearchStatus.Finished;
|
||||
}
|
||||
return HullSearchStatus.Running;
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
|
||||
+24
-10
@@ -48,16 +48,29 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
float xDist = Math.Abs(character.WorldPosition.X - Leak.WorldPosition.X);
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - Leak.WorldPosition.Y);
|
||||
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally).
|
||||
// If the target is close, ignore the distance factor alltogether so that we keep fixing the leaks that are nearby.
|
||||
float distanceFactor = isPriority || xDist < 200 && yDist < 100 ? 1 : MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 3000, xDist + yDist * 3.0f));
|
||||
float severity = isPriority ? 1 : AIObjectiveFixLeaks.GetLeakSeverity(Leak) / 100;
|
||||
float reduction = isPriority ? 1 : 2;
|
||||
float max = AIObjectiveManager.LowestOrderPriority - reduction;
|
||||
float devotion = CumulatedDevotion / 100;
|
||||
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
|
||||
float maxPriority = AIObjectiveManager.LowestOrderPriority - reduction;
|
||||
if (operateObjective != null && objectiveManager.GetActiveObjective<AIObjectiveFixLeaks>() is AIObjectiveFixLeaks fixLeaks && fixLeaks.CurrentSubObjective == this)
|
||||
{
|
||||
// Prioritize leaks that we are already fixing
|
||||
Priority = maxPriority;
|
||||
}
|
||||
else
|
||||
{
|
||||
float xDist = Math.Abs(character.WorldPosition.X - Leak.WorldPosition.X);
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - Leak.WorldPosition.Y);
|
||||
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally).
|
||||
// If the target is close, ignore the distance factor alltogether so that we keep fixing the leaks that are nearby.
|
||||
float distanceFactor = isPriority || xDist < 200 && yDist < 100 ? 1 : MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 3000, xDist + yDist * 3.0f));
|
||||
if (Leak.linkedTo.Any(e => e is Hull h && h == character.CurrentHull))
|
||||
{
|
||||
// Double the distance when the leak can be accessed from the current hull.
|
||||
distanceFactor *= 2;
|
||||
}
|
||||
float severity = isPriority ? 1 : AIObjectiveFixLeaks.GetLeakSeverity(Leak) / 100;
|
||||
float devotion = CumulatedDevotion / 100;
|
||||
Priority = MathHelper.Lerp(0, maxPriority, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
|
||||
}
|
||||
}
|
||||
return Priority;
|
||||
}
|
||||
@@ -165,6 +178,7 @@ namespace Barotrauma
|
||||
requiredCondition = () =>
|
||||
Leak.Submarine == character.Submarine &&
|
||||
Leak.linkedTo.Any(e => e is Hull h && character.CurrentHull == h),
|
||||
endNodeFilter = n => n.Waypoint.CurrentHull != null && Leak.linkedTo.Any(e => e is Hull h && h == n.Waypoint.CurrentHull),
|
||||
// The Go To objective can be abandoned if the leak is fixed (in which case we don't want to use the dialogue)
|
||||
SpeakCannotReachCondition = () => !CheckObjectiveSpecific()
|
||||
},
|
||||
@@ -201,7 +215,7 @@ namespace Barotrauma
|
||||
// This is an approximation, because we don't know the exact reach until the pose is taken.
|
||||
// And even then the actual range depends on the direction we are aiming to.
|
||||
// Found out that without any multiplier the value (209) is often too short.
|
||||
return repairTool.Range + armLength * 1.3f;
|
||||
return repairTool.Range + armLength * 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+29
-1
@@ -471,7 +471,8 @@ namespace Barotrauma
|
||||
{
|
||||
if (spawnItemIfNotFound)
|
||||
{
|
||||
if (!(MapEntityPrefab.List.FirstOrDefault(me => me is ItemPrefab ip && IdentifiersOrTags.Any(id => id == ip.Identifier || ip.Tags.Contains(id))) is ItemPrefab prefab))
|
||||
ItemPrefab prefab = FindItemToSpawn();
|
||||
if (prefab == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find an item with the following identifier(s) or tag(s): {string.Join(", ", IdentifiersOrTags)}, tried to spawn the item but no matching item prefabs were found.", Color.Yellow);
|
||||
@@ -501,6 +502,33 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the "best" item to spawn when using <see cref="spawnItemIfNotFound"/> and there's multiple suitable items.
|
||||
/// Best in this context is the one that's sold at the lowest price in stores (usually the most "basic" item)
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private ItemPrefab FindItemToSpawn()
|
||||
{
|
||||
ItemPrefab bestItem = null;
|
||||
float lowestCost = float.MaxValue;
|
||||
foreach (MapEntityPrefab prefab in MapEntityPrefab.List)
|
||||
{
|
||||
if (!(prefab is ItemPrefab itemPrefab)) { continue; }
|
||||
if (IdentifiersOrTags.Any(id => id == prefab.Identifier || prefab.Tags.Contains(id)))
|
||||
{
|
||||
float cost = itemPrefab.DefaultPrice != null && itemPrefab.CanBeBought ?
|
||||
itemPrefab.DefaultPrice.Price :
|
||||
float.MaxValue;
|
||||
if (cost < lowestCost || bestItem == null)
|
||||
{
|
||||
bestItem = itemPrefab;
|
||||
lowestCost = cost;
|
||||
}
|
||||
}
|
||||
}
|
||||
return bestItem;
|
||||
}
|
||||
|
||||
protected override bool CheckObjectiveSpecific()
|
||||
{
|
||||
if (IsCompleted) { return true; }
|
||||
|
||||
+20
-2
@@ -185,6 +185,11 @@ namespace Barotrauma
|
||||
{
|
||||
PathSteering.SteeringSeek(character.GetRelativeSimPosition(currentTarget), weight: 1, nodeFilter: node => node.Waypoint.CurrentHull != null);
|
||||
}
|
||||
else
|
||||
{
|
||||
PathSteering.ResetPath();
|
||||
PathSteering.Reset();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -290,12 +295,25 @@ namespace Barotrauma
|
||||
{
|
||||
PathSteering.SteeringSeek(character.GetRelativeSimPosition(currentTarget), weight: 1, nodeFilter: node => node.Waypoint.CurrentHull != null);
|
||||
}
|
||||
else
|
||||
{
|
||||
PathSteering.ResetPath();
|
||||
PathSteering.Reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Wander(float deltaTime)
|
||||
{
|
||||
if (character.IsClimbing) { return; }
|
||||
if (character.IsClimbing)
|
||||
{
|
||||
if (character.AnimController.GetHeightFromFloor() < 0.1f)
|
||||
{
|
||||
character.AnimController.Anim = AnimController.Animation.None;
|
||||
character.SelectedConstruction = null;
|
||||
}
|
||||
return;
|
||||
}
|
||||
var currentHull = character.CurrentHull;
|
||||
if (!character.AnimController.InWater && currentHull != null)
|
||||
{
|
||||
@@ -470,7 +488,7 @@ namespace Barotrauma
|
||||
if (hull != null)
|
||||
{
|
||||
itemsToClean.Clear();
|
||||
foreach (Item item in Item.ItemList)
|
||||
foreach (Item item in Item.CleanableItems)
|
||||
{
|
||||
if (item.CurrentHull != hull) { continue; }
|
||||
if (AIObjectiveCleanupItems.IsValidTarget(item, character, checkInventory: true, allowUnloading: false) && !ignoredItems.Contains(item))
|
||||
|
||||
+12
-4
@@ -39,12 +39,21 @@ namespace Barotrauma
|
||||
{
|
||||
TargetContainers.Add(targetContainer);
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (!OrderPrefab.TargetItemsMatchItem(TargetContainerTags, item)) { continue; }
|
||||
TargetContainers.Add(item);
|
||||
}
|
||||
}
|
||||
TargetCondition = option == "turretammo" ? ItemCondition.Empty : ItemCondition.Full;
|
||||
}
|
||||
|
||||
protected override bool Filter(Item target)
|
||||
{
|
||||
if (!IsValidTarget(target, character, TargetContainerTags, TargetCondition)) { return false; }
|
||||
//don't pass TargetContainerTags to the method (no need to filter by tags anymore, it's already done when populating TargetContainers)
|
||||
if (!IsValidTarget(target, character, null, TargetCondition)) { return false; }
|
||||
if (target.CurrentHull == null || target.CurrentHull.FireSources.Count > 0) { return false; }
|
||||
if (Character.CharacterList.Any(c => c.CurrentHull == target.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return false; }
|
||||
return true;
|
||||
@@ -52,8 +61,7 @@ namespace Barotrauma
|
||||
|
||||
public static bool IsValidTarget(Item item, Character character, ImmutableArray<Identifier>? targetContainerTags = null, ItemCondition? targetCondition = null)
|
||||
{
|
||||
if (item == null) { return false; }
|
||||
if (item.Removed) { return false; }
|
||||
if (item == null || item.Removed) { return false; }
|
||||
if (targetContainerTags.HasValue && !OrderPrefab.TargetItemsMatchItem(targetContainerTags.Value, item)) { return false; }
|
||||
if (!(item.GetComponent<ItemContainer>() is ItemContainer container)) { return false; }
|
||||
if (container.Inventory == null) { return false; }
|
||||
@@ -88,7 +96,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
protected override IEnumerable<Item> GetList() => TargetContainers.Any() ? TargetContainers : Item.ItemList;
|
||||
protected override IEnumerable<Item> GetList() => TargetContainers;
|
||||
|
||||
protected override AIObjective ObjectiveConstructor(Item target)
|
||||
=> new AIObjectiveLoadItem(target, TargetContainerTags, TargetCondition, Option, character, objectiveManager, PriorityModifier);
|
||||
|
||||
+1
-1
@@ -151,7 +151,7 @@ namespace Barotrauma
|
||||
}
|
||||
var order = new Order(orderPrefab, autonomousObjective.Option, item ?? character.CurrentHull as Entity, orderPrefab.GetTargetItemComponent(item), orderGiver: character);
|
||||
if (order == null) { continue; }
|
||||
if ((order.IgnoreAtOutpost || autonomousObjective.IgnoreAtOutpost) && Level.IsLoadedOutpost && character.TeamID != CharacterTeamType.FriendlyNPC)
|
||||
if ((order.IgnoreAtOutpost || autonomousObjective.IgnoreAtOutpost) && Level.IsLoadedFriendlyOutpost && character.TeamID != CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
if (Submarine.MainSub != null && Submarine.MainSub.DockedTo.None(s => s.TeamID != CharacterTeamType.FriendlyNPC && s.TeamID != character.TeamID))
|
||||
{
|
||||
|
||||
+12
-7
@@ -13,7 +13,7 @@ namespace Barotrauma
|
||||
public override bool KeepDivingGearOn => true;
|
||||
public override bool AllowAutomaticItemUnequipping => true;
|
||||
|
||||
private IEnumerable<Pump> pumpList;
|
||||
private List<Pump> pumpList;
|
||||
|
||||
public AIObjectivePumpWater(Character character, AIObjectiveManager objectiveManager, Identifier option, float priorityModifier = 1)
|
||||
: base(character, objectiveManager, priorityModifier, option) { }
|
||||
@@ -26,13 +26,9 @@ namespace Barotrauma
|
||||
|
||||
protected override bool Filter(Pump pump)
|
||||
{
|
||||
if (pump == null) { return false; }
|
||||
if (pump?.Item == null || pump.Item.Removed) { return false; }
|
||||
if (pump.Item.IgnoreByAI(character)) { return false; }
|
||||
if (!pump.Item.IsInteractable(character)) { return false; }
|
||||
if (pump.Item.HasTag("ballast")) { return false; }
|
||||
if (pump.Item.Submarine == null) { return false; }
|
||||
if (pump.Item.CurrentHull == null) { return false; }
|
||||
if (pump.Item.Submarine.TeamID != character.TeamID) { return false; }
|
||||
if (pump.IsAutoControlled) { return false; }
|
||||
if (pump.Item.ConditionPercentage <= 0) { return false; }
|
||||
if (pump.Item.CurrentHull.FireSources.Count > 0) { return false; }
|
||||
@@ -50,7 +46,16 @@ namespace Barotrauma
|
||||
if (pumpList == null)
|
||||
{
|
||||
if (character == null || character.Submarine == null) { return Array.Empty<Pump>(); }
|
||||
pumpList = character.Submarine.GetItems(true).Select(i => i.GetComponent<Pump>()).Where(p => p != null);
|
||||
|
||||
pumpList = new List<Pump>();
|
||||
foreach (Item item in character.Submarine.GetItems(true))
|
||||
{
|
||||
var pump = item.GetComponent<Pump>();
|
||||
if (pump == null || pump.Item.Submarine == null || pump.Item.CurrentHull == null) { continue; }
|
||||
if (pump.Item.Submarine.TeamID != character.TeamID) { continue; }
|
||||
if (pump.Item.HasTag("ballast")) { continue; }
|
||||
pumpList.Add(pump);
|
||||
}
|
||||
}
|
||||
return pumpList;
|
||||
}
|
||||
|
||||
+1
-1
@@ -238,7 +238,7 @@ namespace Barotrauma
|
||||
};
|
||||
if (repairTool != null)
|
||||
{
|
||||
objective.CloseEnough = repairTool.Range * 0.75f;
|
||||
objective.CloseEnough = AIObjectiveFixLeak.CalculateReach(repairTool, character);
|
||||
}
|
||||
return objective;
|
||||
},
|
||||
|
||||
+4
-1
@@ -136,7 +136,7 @@ namespace Barotrauma
|
||||
return MathHelper.Lerp(0, 100, MathHelper.Clamp(damagePriority * successFactor, 0, 1));
|
||||
}
|
||||
|
||||
protected override IEnumerable<Item> GetList() => Item.ItemList;
|
||||
protected override IEnumerable<Item> GetList() => Item.RepairableItems;
|
||||
|
||||
protected override AIObjective ObjectiveConstructor(Item item)
|
||||
=> new AIObjectiveRepairItem(character, item, objectiveManager, priorityModifier: PriorityModifier, isPriority: item == PrioritizedItem);
|
||||
@@ -156,6 +156,9 @@ namespace Barotrauma
|
||||
if (character.IsOnPlayerTeam && item.Submarine.Info.IsOutpost) { return false; }
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(item, includingConnectedSubs: true)) { return false; }
|
||||
if (item.Repairables.None()) { return false; }
|
||||
|
||||
System.Diagnostics.Debug.Assert(item.Repairables.Any(), "Invalid target in AIObjectiveRepairItems - the objective should only be checking items that have a Repairable component (Item.RepairableItems)");
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
+4
-1
@@ -4,6 +4,7 @@ using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using static Barotrauma.AIObjectiveFindSafety;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -186,7 +187,9 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
safeHull = objectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(HumanAIController.VisibleHulls);
|
||||
HullSearchStatus hullSearchStatus = objectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(out Hull potentialSafeHull, HumanAIController.VisibleHulls);
|
||||
if (hullSearchStatus != HullSearchStatus.Finished) { return; }
|
||||
safeHull = potentialSafeHull;
|
||||
findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using FarseerPhysics;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -90,6 +88,10 @@ namespace Barotrauma
|
||||
{
|
||||
steering = Vector2.Normalize(steering) * Math.Abs(speed);
|
||||
}
|
||||
if (host is AIController aiController && aiController?.Character.CharacterHealth.GetAfflictionOfType("invertcontrols".ToIdentifier()) != null)
|
||||
{
|
||||
steering = -steering;
|
||||
}
|
||||
host.Steering = steering;
|
||||
}
|
||||
|
||||
|
||||
@@ -85,7 +85,7 @@ namespace Barotrauma
|
||||
|
||||
public readonly Identifier[] ForbiddenAmmunition;
|
||||
|
||||
public static WreckAIConfig GetRandom() => Prefabs.GetRandom(Rand.RandSync.ServerAndClient);
|
||||
public static WreckAIConfig GetRandom() => Prefabs.OrderBy(p => p.UintIdentifier).GetRandom(Rand.RandSync.ServerAndClient);
|
||||
|
||||
protected override Identifier DetermineIdentifier(XElement element)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user